There... at last, the Post Mortem for Necromarket. Where to begin...

Necromarket: A Chronology
Hailing from The Netherlands and England, Ludum Dare begins at 3:00am and 2:00am for us, respectively. We defy this and just sleep whatever sleep we would normally be sleeping. For this jam, this meant we didn't get together on our Discord until 11:00am.
Day #1
At this point, the first day had started and we began brainstorming. Many ideas passed by, including:
* You Are a Piñata and Have To Survive Beatings From Children, with your candy innards being a form of currency that you could spend on upgrades.
* A Papers Please style game where you are St. Peter at the pearly gates and you have to judge incoming souls.
* A Trolley Problem game where you have to decide which group of people to run over with your little tram, capturing their souls and being paid out and penalized at the end of a level.
Eventually, we decided on a crafting/trading game where you would imbue magical items with your own life force in order to sell them to adventurers. And thus, Necromarket was born.
I am the artist of our crew, so I started on figuring out what the perspective our our game would be. The location was to be a store with some kind of magical altar where the player would craft their items. I blocked out some basic ideas to start from.

We would be putting together the game space using Tiled so my goal was to make a spritesheet with 32x32 pixel tiles to put together the background with. For inspiration and ideas, I had a look at games like Moonlighter and Graveyard Keeper, as well as a memory of a previous jam game by @ellian called Good Impressions. I used the AAP-64 palette by Adigun Polack, and at the end of this first day, I had basic background tiles, non-animated and forward-facing player and customer sprites, and a bunch of items.

The items were an odd problem to tackle. I was making them as if they were inventory icons, but they would be used in the game world instead. This makes them a bit more abstract rather than having them be held naturally by the player, but since we have large objects like unicorns and imps, as well as small objects like potions and boots (compared to the size of the player's feet, the boot sprites are huge) it makes sense to keep them more conceptual rather than accurately scaled to the player character.

Day #2
This is where the "fun" began. It was animation time. Mistake número uno: I should really have planned this better, figuring out how many frames I would need in total beforehand, but instead I just started instinctively. First, the downward walk was a six-frame animation that I made without reference and just using previous experience. It came out a little janky, so I looked up a tutorial by Bandygrass that I had used as reference before for the other directions . I made my eight-frame sideways walking animation without questioning whether it was the right idea for this project.

My second mistake was sticking to this eight-framer even when I realized it would take a lot of time. You see, our player can use magic to change from an elderly grampa to a middle-aged man, a young adult and a child. So this multiplied the total frame-count for the player character by four. We wanted to make them look pretty unique, instead of just replacing the head, so each age category required a lot of modification.
Obviously, the best way to do this would've been a basic four frame animation for each direction. The character moves pretty quickly across the screen, and eight frames wasn't necessary. I did only make four frames for the upward animation, but I should have reduced the sideways animations at the same time. All in all I estimate about 75% of my time on day two was spent on animating the player character, resulting in a total of 104 animation frames.

Day #3
I had to go to work on Monday. Luckily, @daanvanyperen managed to wrangle his own work schedule so he could have some extra hours on the game. When I came home, he had thrown a number of temporary sprites onto the spritesheet that I then replaced with the final art. I pretty much directly took his quick sketches as a base for the final art, which sped up the process. After two days of gamejam and a day at work, I didn't feel super creative anymore.

Then came the realization: "Wait, the player needs to have animations where he's holding the items!" Arms up in the air. This means 208 animation frames for the player character. I asked myself, "Is it necessary to have this variation of the player character? We could just have the items hover overhead." I then answered myself, "Yes." I felt it was of sufficient importance to clearly show the items are held and carried by the player this way. I did get a little sloppy with my modifications here and there, but there was leeway there given the movement and pose would camouflage imperfections somewhat.

Then at some point, we had a completed entry. Sufficiently complete, anyway. The jam ended, and we submitted somewhere around the one-hour-left mark.
How 'bout Them Mistakes?
Like I mentioned above, a major pitfall this time was the amount of animation frames I ended up having to do due to not planning and not adapting. This was a big time sink. Because the player character took so much time to animate, I did not make any animations for the other characters in the game. The hag, Sam the postman, and the single customer all just slide onto the screen. It doesn't bother me much, it kind of has a cool vibe to be honest, but it makes things less lively.
Secondly, I neglected a big lesson I learned and even blogged about (see the last paragraph) from Ludum Dare 43. I did not go all-in on the core theme. @daanvanyperen even told me early on, when I only had a single player character sprite done, that the player character didn't look very wizardly. He literally reminded me of this big lesson I had learned, and I sort of brushed it aside because I subjectively liked the idea of him looking more like a craftsman. I did make the older variant look more like a necromancer with his little skull for a belt buckle, but that again was a direct result of Daan suggesting we need more skulls. The game is called Necromarket, after all!
And with that, the shop should look more like a magical dungeon of sorts. I think I let myself be influenced by looking at and Dungeon Keeper a little too much, and the walls just look like a generic medieval house. Where even are the magical bookcases?

If I could go back and pause time, I would...
* Reduce player frames to 4 for each direction.
* Re-theme the player character to be more of a wizard/necromancer.
* Animate the other characters as well (only upward and downward directions necessary).
* Have more customer variations, in-theme with the story.
* Replace the generic background tiles with a more suitable magical workshop.
* Make the enchanting altar more of a focal point and champion/landmark visual asset.
Jeez, Do You Even Like Anything You Made?
I do! Lots! Pretty much everything turned out sufficiently cool-looking and I am proud of my work. Lots of room for improvement doesn't mean that the work I did do was bad. I am even happy that I managed to do the number of animation frames, even if I regret doing so many.
But, looking at the art I did I am quite pleased with the little chicken coop animation. Out of everything, that and the little orb of vitality you can use instead of your own life force for crafting items are somehow the ones I probably enjoyed animating and now enjoy looking at the most. Oh, and the dragon heart. Man I like that dragon heart sprite so much.

That's A Wrap
I think I more or less ran out of things to say here. I will gladly answer any questions anyone might have, of course. Here in the comments, through Twitter or in the Ludum Dare discord; I am pretty easy to locate. Also, given that this Post Mortem is all about graphics, I will also drop my Pixelart Timelapse video here again, seeing as it's particularly relevant.
If you read all of this, thank you for reading! I hope it's been of some use, or at least provided an entertaining insight. Oh, and if you feel like having a go at the game, here's Necromarket!
https://www.youtube.com/watch?v=roxihAjI8O0
Direct link here
